New_Dark_Age

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  1. Quote:
    Originally Posted by Muon_Neutrino View Post
    Well, for one thing, the markets are cross-server, so the freedom and virtue markets are the same (although they are not cross-faction, so the hero and villain markets are not the same). So, yes, it really is this rare, across all servers, and for good reason - it does indeed function the same way as the steadfast 3%, and you can stack them.

    The reason it is so expensive and rare is that demand is huge and supply is tiny. Everyone who wants to soft cap their build in PvE wants one, so demand is through the roof. The IO is in a PvP IO set, so it is only supplied by the (extremely rare) IO drops from defeated players in PvP. Given that very few PvP in this game and the drops are very uncommon even for those who do PvP, the supply of these IOs is next to nonexistant. So, there is no standing supply, thus those that want it bid higher so that they have a chance to get the next one that is posted, and so the bids keep going up. If it wasn't for the 2 billion influence cap, the price would probably be even higher.

    If you want to get one, the only real way is to place a 2 billion bid on either the enhancement or recipe at level 50 (whichever has better turnover) and hope the RNG smiles your way and chooses your bid from amongst all the other 2 billion offerings. If someone were to try and sell it on the forums, I'm guessing it would go for well more than 2 billion.
    Thank you for being very helpful.

    Price is not that much of a problem. If anyone has the Gladiator Armor +3 defense I will purchase it.
  2. I am having difficultly finding the Gladiator's armor plus defense/teleport protection enhancement anywhere on the market both in Freedom and virtue. I assume it is in high demand. Unless I am mistaken it appears to have the same effect as Steadfast Protection plus 3 defense in PvE. Correct me if I am wrong please.


    Bids on a lvl 50 total to about 2 billion and there are absolutely none for sale at any level, neither the recipe or enhancement itself. While cost is not a major obstacle , any reason why this enhancement is so rare ? Others are in high demand but are still available in small numbers on the market. What would be the best course of action to obtain it other than placing a large bid and hoping one comes? Anyone face this same problem ?

    I am trying to get it for my hero so if anyone has it for sale let me know. Name your price.

    Thanks
  3. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I'd like to direct you to this thread:

    http://boards.cityofheroes.com/showthread.php?t=202437
    So I guess your answer would be you do not know then. Still someone else may have more info from understanding the consequences of having all ATs being able to get Ancillaries and Patrons or from forum searching.

    The question is logical. This would be value information to know being that one of the prime reasons I choose Heroes over Villains is that the Ancillaries are better than the Patrons, both in concept and effectiveness. If that didnt exist I would probably be on redside. Knowing in advance would be helpful so I wont waste time lvling a hero when I can be a villain who can get hero ancillaries.
  4. I spend about 15 minutes seeking information about whether Villains will have access to Hero Ancillary Pools and Heroes being able to get Villain Patrons. I did not find anything so I am asking here.

    Will Villains and Heroes have access to each others epic power pools once GR hits ? If yes, then who gets what? Will Brutes be able to get Tanker Ancillaries and vice versa ? Will Corruptors get Defender Ancillaries and vice versa? What information has been put out?

    Thanks
  5. Quote:
    Originally Posted by Liberty_Paradox View Post
    VFX for Invincibility is still buggy. I dunno if anyone other than me even plays this set with the VFX on anymore since no one is talking about it. When a custom color is chosen Invincibility does not display any VFX. On original the VFX display during activation but do not persist. I made a quick vid with fraps to show what I'm talking about:

    http://www.youtube.com/watch?v=eDLP5-zHPWY

    Yes, this is bugging the hell out of me. One of the reasons I play Invulnerability is because the cool visual effects of all the toggles including Invincibility.

    Invincibility still continues to have no visual effect so my character doesnt look as formidable and cool. I hope it can be fixed it soon.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    Man, I thought it was a myth, but it seems a man is truly capable to talk out of his ***. And I thought all those people demonstrating it are ventriloquists... The more you know, I guess.

    Let's compare Soul Transfer to Elude. In your typical five-hour gaming session, I will have used precisely 0 (that's ZERO) times, because by and large, I don't really need it either way, and it's on a long enough recharge to where I'm reluctant to use it even when I do. And on the off chance I do use it, I die anyway, which makes me a combination of giddy and mouth-foaming mad, if you can picture that. By comparison, of the time I've had Soul Transfer, my use of it will fluctuate between "no use, as expected" to "Oops! I died. Time to get back up!" So I get more use out of Soul Transfer, the power that resurrects me, than I do out of Elude, the power that prevents me from dying... Sometimes.

    As far as inspirations go, if you do NOT carry any awakens, then you are, quite frankly, wrong to do so. You are going to die, and when you do, your choices are limited. You can beg for a resurrect, which may or may not be within your team-mate's capabilities, unless you are solo in which case you don't have team-mates to resurrect you. You can go to the hospital, causing team-mates to waste their time sitting on their hands and, in the absence of such, wasting your own time with aimless, pointless retreading travel. You can beg for an awaken, or waste inordinate amounts of other inspirations just so that you can make an awaken, but I'm sure a proud man like yourself would find this distasteful. Or you can get up ON YOUR FRIKKIN' OWN and save everyone the hassle and the wait. Anyone, and I mean ANYONE, who does not carry at least one awaken and at least one break-free is officially a pain in the *** when they die. And they WILL die, I don't care how macho they are.

    Self-resurrect powers are like that, only they don't run out, so when you get trapped on that disastrous Respec Trial or ITF and find yourself carrying the rest of the team on your back and biting the dust right along with them, you won't be one of the whiny gits who spend the bulk of the fight dead or travelling to and from the hospital, but rather you will spend most of your time up and fighting. What's more, most of the time when you die, it's either to something big or to a massive wave of enemies, so having a self-resurrect power that damages them while putting you back in the fight is a major boon.

    If you don't like it, then fine. You are not forced to take it, or indeed play Fiery Aura or Dark Armour. Suffice it to say that there are those of us who DO want to play the sets just as they are designed, and if you don't like that, you can go to hell. What's more, if you're going to argue against self-resurrect powers not protecting you, would you similarly argue against ally-resurrect powers that don't protect allies when they're alive and suggest they be replaced with MoG, too? Because I'd love to see how that goes.

    Face it - some people like Rise of the Poenix as it is, and you don't get to tell them they are wrong for feeling that way. Unless you have an argument more meaningful than "You are stupid, I am right!" then you are not going to make any headway. About the only point I would concede is having a self-resurrect power remove debt upon activation, but that's unlikely to happen.
    Ah I see sets are now balanced around IOs according to you ? Because if you werent balancing them around IOs you should realize that Elude has far more use to an SOed toon than ROTP. Tier 9th God Mode powers have enormous benefit to SOed toons in that they increase survivibility to levels unreachable. And the only way you die is if you do not fall back seconds prior to the crash. It is certainly more preferable to hit Elude when you are about to die rather than hitting ROTP after you died.

    I am sorry to have to break it to you but after you use your precious rez, you have to realize your set still is inferior and you are several mins away from ROTP coming back up, unless of course you waste slots on it for recharge.
  7. New_Dark_Age

    Fire/Regen PvE

    Quote:
    Originally Posted by Fury Flechette View Post
    Negative repped for being a putz and then telling people to "just relax".
    Whatever
  8. New_Dark_Age

    Fire/Regen PvE

    Quote:
    Originally Posted by Silas View Post
    I'm perfectly able to build for effectiveness and concept.

    I think thats at least partially attributable to not being a complete moron, though.
    Good for you. It is impossible though to make a Fire/Regen build with Flight (concept), 3 Fighting powers(effectiveness advised by everyone here) , Hasten (effectiveness), 3 Blaze Mastery powers(concept) and 3 Fitness powers(effectiveness) without skipping important powers in your primary and secondary. I would have to drop Fire Sword Circle which would give me no AOE until lvl 47 and Resilience or I could probably not get Weave in which case I am not sure Tough alone is worth it since I wont have Resilence to stack with it. If you can use your above average intellect to make such a build let me know and I will recognize your superior intelligence or hacking skills. Otherwise realize that sacrifices of one side need to be made, either concept or effectiveness.

    There are 2 builds allowed but the second once was going to be designed for PvP which requires perception and probably a Phase.
  9. New_Dark_Age

    Fire/Regen PvE

    Quote:
    Originally Posted by Umbral View Post
    Of course, it's also not the same as some loser who keeps ******** that people that building intelligently are losers because he doesn't understand the math that's actually involved in the decision. If you want to ***** about the optimization choices that other people have made (and recommended you take so that you'd actually achieve the performance you want), look at the ******* system and attempt to learn it before you immediately abandon all notion of the recommendations we're giving you ever being grounded in intelligence rather than rote repetition.



    Well, first off, I'm pretty sure that most of the min/maxer's would actually agree that generating optimized builds is fun, albeit a completely different kind of fun. We realize that we're playing a game that uses superheroes as the mechanism to achieve the fantastic. We focus on the "game" aspect more than the "superhero" aspect, because, at least to people like me, playing the game is the fun part; the superheroes are just a tool to enjoy it. You, on the other hand, focus almost entirely on the "superhero" aspect and then ***** about the "game" part interfering with what you think your superhero should be. You don't get to say "**** the game, I'm making the superhero I want," and then immediately ***** about the superhero you made not performing to the level that you wanted it to.

    You mentioned wanting to run at +3/x6 in your previous thread and, when we told you that you would need to pack in the defense, you ran away whining and screaming. Now that we're still telling you the same thing, you're now insulting us because you don't have a ******* clue about what the hell we're talking about or why we're recommending certain courses of action beyond the fact that Maneuvers gives you defense.

    Please, if you want to build for concept, build for concept, realize you're not going to be as badass as you could possibly be, and quit attempting to insult us here (seeing as it's a rather lackluster attempt to insult us when you don't even have a clue what you're talking about in the first place and can only come up with calling us "losers" for being good at something; very "high school" of you).

    If you want to build for effectiveness, you may need to realize that you're not going to get your concept down on the first try. You're probably going to have to make some sacrifices, most of which are probably pretty easy to modify your concept to account for anyways, but you will get a character that laughs in the face of overwhelming evil because he's just that awesome. You'll also want to actually start learning the system so you're not just recreating what we tell you from rote, unless you're okay with being left behind whenever anything changes.

    No matter which option you go with, quit attempting to make it seem like you've got the "superior" or "more pure" playstyle and play around with Mids' a bit so you don't seem like such a glorious dumb-*** trying to get the people that have a skill you don't have to do all of the work for you.
    My all SOed out 41 Spines/Regen does pretty will on +3 for 4 people. His damage sucks though and he hasnt a single IO currently and no Fighiting. Only problems is I have to break occassionally for lack of IH and Dull Pain being down. So I am pretty sure my Fire Scrap who has greater damage does not need Tough or Manuevers or. whatever.

    Also just relax, I am not serious about anyone being a loser or whatever. The way people are building is the inevitable result of game design. Sucks in my opinion becuse the game is forcing players into an arms race. If I do build conceptually then I will gimp myself when compared to other characters. If I do not and build for effectiveness then I sell out my concept by making a boring character and undermine the very reason I am playing the game in the first place.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm getting a little sick of people complaining that self-resurrect powers are only useful when you die. So? You WILL die. No matter what you do, no matter how good you are, no matter what set you play, you WILL die. Sooner or later, you will die, and having a power that works then is, as far as I'm concerned, pretty damn cool. I'm be seriously disappointed if I see self resurrection damage powers go, because they're one of the few remaining interesting powers.

    To me, this argument is akin to wanting to remove seatbelts out of cars because you're such a good driver that you will never, ever crash. And you're racing in NASCAR. Boy is it gonna' suck when you do.

    What nonsense. The true statement of" YOUR CHARACTER WILL DIE" has been used as a justification for ROTP and it is almost as stupid as some political slogans. Well of course your character will die. That isnt being debated. So by the same logic I should slot up my inspiration tray with Awakes rather tHan Purples ,Oranges or Greens because " YOUR CHARACTER WILL DIE." No point getting something that keeps you alive in the first place right because "YOUR CHARACTER WILL DIE"

    These people's stance is foolish. Lets compare MOG and ROTP with my game play today. I played for 3 hours and died once in that 3 hour time frame. So if I had ROTP I had one time to use it in 3 hours of game play where as I must have used MOG at least 30 times in those 3 hours. Gee, glad I got MOG instead of ROTP lol .

    ROTP SHOULD BE REPLACED BECAUSE THE TRUTH OF "YOUR CHARACTER WILL DIE" IS IRRELEVANT. What is relevant is that if you play well "YOUR CHARACTER WILL NOT DIE VERY MUCH" making ROTP useless since it is not a free power and takes up a precious power slot. Supporters of ROTP and Soul Transfer are wrong. Plain and simple.
  11. New_Dark_Age

    Fire/Regen PvE

    Quote:
    Originally Posted by Laevateinn View Post
    I have no idea where people like the OP get the idea that concept and performance are somehow at odds with each other. Such people are at a loss to explain why every single one of my characters strictly adheres to concept yet has extremely high-performance and well-designed builds. I'm proof that there's zero difference between so-called "concept" builds and "min-max" builds. There is only incompetence at 1) creativity or 2) build design which causes you to be unable to fufill both goals at once.

    I've even got better concepts out of indulging the minmaxer in me. For a long time I wanted to play a Rad/Sonic defender, but the lack of a solid concept and name held me back. I made up some stuff about a post-apocalyptic punk rocker with radioactive powers, but it felt very weak to me. Then I realized that I could portray a Rad/Sonic defender as a hero with time and space manipulation powers. AM = speed up time, LR = slow down time, EMP = time stop. Her sonic attacks were reality-warping energy blasts that weakened the molecular structure of matter and rendering it vulnerable to further attack. By warping the structure of local space-time she could cause enemy attacks to miss. If something went wrong, she could jump back several instants in time to correct the mistake, causing wounds to "heal" and defeated allies to rise again and fight. I took SS and teleport for concept, which also let me slot many blessings of the zephyr for ranged defense. The resulting character is probably one of the most fun and powerful I've ever played.

    It's funny how the OP choses to whine about people who don't strictly adhere to concept. It's even funnier how the OP gets all high and mighty after selling out his concept and rerolling as Fire/Regen. I'd love to hear what the rationale for that is. Most comic-book superheroes don't have much of a theme, and their powers wax and wane to the whims of plot and changing writers. Superman is probably the worst offender. Super speed, super strength, super toughness, flight, super jumping, X-ray vision... I see no theme but powergaming. Ironically, due to legions of copycat characters over the decades Inv/SS is now considered a "high-concept" build for no reason other than that the biggest munchkin of all time used it.
    They are at odds with each other because there is a 24 power limit. I usually build solely concept characters and have to build the best with what I have. I usually have to skip something like Tough or weave or such. Truth is because of IOs builds have been getting tighter and more boring. All guides and builds that have been appearing have virtually no felixiblity. "You want to reach the soft cap, you need CJ , Manuevers, Tough Weave". lol ok dude. Your secondary set should be enough.

    Fire/Regen, Fire/Invul, Fire/WP and Fire/Fire all fit the concept well so it doesnt matter. It is just FA sucks that bad. It aint the same as a loser who picks Manuevers over Dark Mastery even though he has 3 other toggles which do the exact same thing.

    Doesnt anyone ever build for fun anymore? And please dont give me that "fun is subjective" crap. Every build I post is met with comments like " You need this or that " none of which would really have been a big deal before IOs .It is almost as if they no long care about making a Super Hero but just want to fight the game itself. Whatever floats your boat lol. Still searching for the Regen build.
  12. New_Dark_Age

    Fire/Regen PvE

    Quote:
    Originally Posted by Santorican View Post
    Play how you want, no one is telling you what you have to do. People here on the Scrapper boards usually go for extreme survival and very few people go for concept.

    Maybe for future reference if you want a more specific answer geared towards making a whatever you want super hero then you should be less vague.
    Yeah looked up a few builds for Regen, all the same with tough and such so letting off a little steam

    You are right. People have the right to play like losers. Now tell me why the piss would a man who can wield fire swords from his damn hands and ignite people not be able to shoot people with Fire ? Doesnt make sense that he shouldnt right ? You think if you imagined being a Fire Super Hero , you would only visualize yourself meleeing people with Fire and not shooting Fire Balls and Fire Waves at them ? Oh yeah , that doesnt matter IOs and crap. Gotta get Manuevers instead of Fire Ball so I can be good good good . Because we all know Manuevers is such a fun power
  13. New_Dark_Age

    Fire/Regen PvE

    Quote:
    Originally Posted by Umbral View Post
    I'd probably just take Melt Armor rather than Fire Blast because Fire Blast is going to do you virtually no good.



    With no +def powers (and thereby no LotG +rech IOs), you're not going to be particularly resilient since virtually all damage is going to be getting through to you. You'd be only slightly more survivable than a Fire/Regen with SOs and you'd also be devoting a lot more animation time to using your click powers.

    Perma-DP is pretty much a must but Perma-Hasten isn't really all that great, especially when compared to what you could manage if you're willing to allow for a ~10 second downtime in exchange for a host of defense.

    By the way, have you looked into getting Mids' Hero Planner? Might make it easier if you want to ever actually post a build rather than a list of powers. You might want to try messing around with it a bit yourself to see what you can come up with yourself rather than just asking other people to give you a build that fulfills your rather stringent requirements.
    I can easily fit in combat jumping. I can get that instead of Breath of Fire. And I really dont have the knowledge of IO sets and the build planner. Crap takes too long anyway and it never lets me back up when I make a mistake. I was hoping there was a Regen build without Fighting already made. Should have expected it though. People seem to be playing a different game where they dont give a rats *** about concept and get boring crap simply cause of IOs. "Yeah I am a Sr Brute but I will get Weave and Manuevers even though I already have304959 defense powers" What dude ??? Boring.


    I just assume that if Reslience and CJ are all I have, I would have to focus on recharge. I aint selling out my concept like other losers.

    Me: So why didnt you get Fly like you wanted
    Loser: Had to get Tough and Weave so I can slot IOs even though Invulnerbility has a ridiculous amount of SL resist already
    Me: So all your powers do exactly the same thing ? Damn that sucks.
  14. New_Dark_Age

    Fire/Regen PvE

    I apologize for posting too many questions about possible builds I want to make but my previous thread about Fire Aura made me decide it just isnt worth it. I will most likely reroll Warsun into a Fire/regen.

    This build is a PvE AOE build I just want to know what is the best path to go with IOs when not having the Fighting Pool or any other protection power. I assume Recharge is the priority and I wish to have perma Hasten and Perma Dull Pain.

    FIRE MELEE
    Fire Sword
    Cremate
    Build UP
    Fire Sword Circle
    Breath of Fire
    Incinerate
    Greater Fire Sword

    REGENERATION
    Fast Healing
    Construction
    Dull Pain
    Intergration
    Quick Recovery
    Instant Healing
    Mog
    Resilience

    FLIGHT
    Air Superiority
    Fly

    SPEED
    Hasten

    FITNESS
    Swift
    Health
    Stamina

    BLAZE
    Char
    Fire Ball
    Fire Blast


    I may take Melt Armor instead of Breath of Fire but that doesnt matter too much. I also may respec Tough in but right now I want to see how powerful I can be with IOs without Fighting, Manuevers, CJ or such things. How would you IO this build if you had to get these powers ?

    Thanks for your help.
  15. No one is forcing any change of playstyle or concept at least. The Concept of Fire Aura is more damage for less defense and that is a cool concept. It doesnt work right now because the damage isnt there. Shields is a better secondary in all regards. It protects you and does more damage than a FA character. I dont think FA should be as durable as shields but it certainly should do more damage.

    I would support ROTP being almost anything other than a Rez, even if it was changed into an attack.
  16. Quote:
    Originally Posted by Memphis_Bill View Post
    I "Fail to realize it doesn't work here" because with my multiple Fire tanks (and scrappers, now,) it has been working just fine.
    Funny, no defense... in a resistance based set. Imagine that...
    Burn

    Do you burn through your END that fast? Then your build has problems. And have you considered slotting for recharge? It'll help a great deal. Oh, btw - yet another source of damage, here.

    Might want to talk to dark and the VEATs about that lack of immob protection in melee, as well. Fire isn't alone in that.



    ... which lets me get back in the action *immediately* on the rare occasions I die, doing damage, stunning the enemy... you sound, quite frankly, like no - you *don't* know the Fire set, haven't bothered paying attention to anything but how it's not, say, Ice. If I'm down, I'm back in the action *now,* my team (you know, those other strange people on the screen you can't attack) is still safe, and I'm still going without having to go "Wait, about to crash, running away!"

    As for where the damage is coming from?
    - Blazing Aura
    - Consume
    - FE (a build up other sets don't have)
    - Burn
    - ROTP, if needed
    - and the entire secondary. Which *is* buffed by FE, even if it's not /fire. Or did you forget that?

    Yes, other sets have "a damage aura." Grabbing the average damage numbers @50 in game, no enhancements -
    Fire - 9.79
    Dark, Elec, Ice, Stone - 8.01
    Inv, WP, Shield - no damage aura.

    Other damage sources from the primary -
    Shield - 141, Shield Charge, KD
    Dark - Soul transfer -44.49 damage, stun.

    Fire - 186.8 - Burn
    17.78 - Consume
    222 (3 ticks of 111, but being "average," of course...) ROTP

    You're showing more and more that you dont' know what you're talking about. Bad Mez protection? Same 12.98@50 to common mezzes as most other tanks, doesn't require another toggle to run, isn't a click (that you must slot for recharge so it overlaps and gives you some -recharge protection, barring immob) ... Which "bad mez protection" is this? Don't like burn, grab an IO, slot a set, take CJ, you've got other options. Take TP, Stone tanks do it all the time. Can't immobilize something that doesn't actually move.

    Sounds better than "Must be in contact with ground" (Elec, Grounded, KB and Immob protection,) for instance. (Yes, I know Elec's Grounded is an auto power. Where's the payoff for "Don't fly, don't get caught in someone's Group Fly, etc?")

    Funny how nobody has said a power like build up is a defensive power. Go ahead, keep setting up ridiculous little strawmen. I'll help - "Hey, look, Brawl doesn't add to my defense either! Oh damn!" Yet, what you choose to ignore, FE boosts *all* damage for 10 seconds, and all fire damage by 100% for 20.

    Of course, you don't actually want to discuss anything here, which you're making more and more obvious. Learn the set for the set itself, not for "how it isn't (insert set here.)"
    Are you seriously factoring in the damage from Consume and the Immobile protection from Burn? OMG lol maybe people should start slotting Consume for damage instead of accuracy/recharge/endmod. I am sure that is productive lol

    Wait it gets worse , you are factoring the damage from Burn when it causes mobs to scatter and ROTP when you have to die to use it. God damn playa, you go on with your bad self.

    You actually think Fire has good mez protection as well ? Compare it to WP or Shields(considering it is a more offensive set than FA)

    It is like you are arguing technicality and I am arguing reality. You are like a new commander who judges things because they look good on paper while I am the experienced veteran who is trying to tell you how it really works on the field.

    YOU: Burn will cause a lot of damage to mobs.
    ME: Sir you know the mobs are just going to run away when you activate it ?

    Dear god Technicality < Reality

    Is this why nothing ever gets done with FA ? Devs just look at this paper crap to make decisions on balance? Holy hell !
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    Or maybe I don't try to play FA like Invuln, WP or Stone. Similarly, I don't try to play Stone (or any other set) like Fire - not even the "closest" to it, Dark (which is more of a control-y tank and busy in toggle management.) I've experience with multiple sets, Tank, Scrapper, and Brute (I'd add Stalker where they share sets, but those get adjusted far more, not least to fit in Hide.)

    But, hey, just go around complaining it isn't like Stone, Ice, etc, despite those being designed for a completely different purpose, and call anyone disagreeing delusional and the direct statement of what it's designed for a lie. Of course, if you care to read, I said "Perhaps you don't do well with the set." That's far different from "you suck." For example, I don't do well with Illusion. I don't like the set. It's not a "control" set for me - direct control. So after giving it a shot or two (full set) I decided it wasn't for me. "Perhaps you don't do well with the set" means precisely that. Fire calls for a different playstyle than other tanks. If that playstyle's not for you, don't play it. Seems pretty straightforward. But hey, go ahead and take it as an insult instead of an observation.

    The only thing that ever had my Fire tank worried was recharge debuffs, and that's been adjusted (plus, optionally, you can pick up an IO for it to reinforce that.) And the only thing I see that should be adjusted is Burn, which - since some do use it for mitigation - should probably have a slow added, a la hot feet.

    Edit:

    Honestly, I like the range of options tanks have for primaries. From heavy defense/resist (invuln, ice, stone) all the way to heavy offense (comparitively - aka fire,) a touch of control (Dark,) and we've been getting more of the range in between filled in (Shield and Elec, for instance.) And yes, I'm *glad* not every set plays the same. I'd have far fewer tanks if they did. (Same's true for the other ATs, too.)
    I do well with any set but my skill is irrelevant. Even if I sucked , I would suck a lot more on a FA than on a Regen, Invul, Shield, WP, Elec, Stone, SR , Ice. I like the concept of Fire Aura trading durability for more damage but you fail to realize it doesnt work here and the concept fails. FA must be revisted and revolutionized for the concept to be a reality.

    I want you to show everyone this damage you say FA gives you in return for no defense, no good immobile and kb protection, a Endurance recovery with an absurd 180 sec recharge, no exotic resistance/buff like Confuse resist or Perception bonus and no Tier 9th that helps your survivability in some way. Where does it come from ? Blazing Aura ? Wait I think I know some of its cousins , Lightning Field, Mud Pots, Iciciles, Death Shroud. What about Burn? Oh wait, mobs escape the patch after 2 ticks of damage? WAIT what did some people say? Get an immobile ? Oh ok so Fire Aura is only the damage king when you have an immobile or a controller with you , I see. Silly me. I think they have some power out there called Shield Charge that works all the time.


    FE , you got me there. It is such a worthy power . So much damage in return for zero defense and bad mez protection. Wait a min, mobs still hit you after 10 seconds ? Oh damn.
    Lucky I got a rez lol
  18. Quote:
    Originally Posted by Memphis_Bill View Post
    Actually, considering how much I play it, I know no such thing.

    Perhaps you just don't do well with the set?

    Doesn't seem to be a problem to me. Recharges often enough, and I don't have to hope one's dropped/I have a second to make one/ etc. And how many blues do damage? (There's that "Offensive - Do damage" thing again.)
    While I agree burn needs changing, I'm not so whiny as to start throwing around accusations of incompetence.

    If you're having problems playing the set, perhaps you should see assistance with it. It's rarely the car's fault if the driver crashes.
    It is an *offensive* set, per the developers. I don't need a "One with the shield," it does nothing for me. ROTP lets me get back up *right now,* continue tanking - while damaging the enemy and stunning them, keeping them from doing anything to the rest of my team, on the *rare* occasions it's needed.

    You don't like that? Don't play the set.
    You seem either delusional or perhaps you havent played enough other sets to notice a difference which is strange considering your experience and time here. And yeah the flaws in FA have existed for so long which to me is undeniable evidence that the devs havent played the set recently and extensively or simply do not see a flaw in FA or just dont care to fix it, all of which would make them incompetent in this case considering all the complaints about the set that have existed for the last 4 years. Forgiveable but still the reply was warranted. At least they get other things right.

    Whatever , have fun trying to build a house on corrupt foundations. I will continue advocating an improvement while you can keep telling people like myself to "Play something else because I like to be less effective than other characters."
  19. Quote:
    Originally Posted by Memphis_Bill View Post
    If you purposely die as a tank (barring "for laughs,") you shouldn't be a tank. And ROTP, since you seem to not want to see it as anything but "a rez," gives health back as well as stuns and damages the enemies around you - where's that aggro you're losing? Staggering around, right around you, if the damage portion didn't finish them off first.

    Getting back into the fight, *right now,* with decent health/END and aggro that's not going anywhere because the enemies you had around you are stunned/dead? More effective than "TP and wakie, please."
    They're not meant to be anywhere near as offensive. Fire is an *offensive* set. Two damage powers, damage components to other powers (Consume, ROTP) and a damage *buff.* Totally different concept than "I don't get hit." Why - stepping out of Tanks for a moment - doesn't SR have a self heal, while Regen does (multiples, in fact, in one form or another?) Is Regen a weak set? Or is it just designed around a different theme?

    Edit: Or, to flip things around:
    "Invulnerability is obviously one of the weakest offensive sets. Hell, I can stand in the middle of enemies for hours and none of them will be killed by anything more tahn boredom. Even Stone has Mud Pots, at least."

    Is Invuln broken or weak... or does it just have a different design goal aimed toward a different playstyle? Should Invuln be changed to fit the Fire/ playstyle?

    Geko hasn't been on the game since 2005, so honestly - who cares. It's like saying "Rick Dakan felt this way." What his ideas were *then* have little relevance to the game *now,* other than how much aspirin Castle needs when dealing with powers (such as his stated dislike of Power Boost.) As for Castle calling it weaker and expecting it to be defeated because of it (as opposed to "being more offense oriented," which is not the same as "weaker,") all I can say is - give me a quote.

    Does it have layer upon layer of overlapping armor? No. What does it have instead? Damage, and things to help with damage (FE) and survivability (HF, Consume - consume also doing damage.) Some sets survive by making it harder to hit them. Fire survives by making sure nothing is *left* to hit them. (And Dark does via disorients and fears, self buffs and damage.)

    Different concept all together.

    I far prefer it over "I hope this fight doesn't last too long, or I'm not in the middle of another spawn when I crash," personally. What's your focus - your character or your *team?* Which does ROTP help keep alive?

    Plus, quite frankly, I like sets that have people play them *as sets,* not sets that focus people on their Tier9. How many Stone tanks run around almost exclusively in Granite? How many Invulns are focused on Unstoppable (and expect the team to sit and wait post-crash?) (Note I'm not saying *good* tanks, but I do see this far too often to consider it "an occasional new player" or some such.)

    I'd hate to see it remodeled so I had no way of coming back while protecting the team, or seeing it nerfed to hell and back. Fortunately, thanks to the cottage rule, it won't be.

    The glimpse at Castle's "list" for FA, ca. 2006 (he hasn't really posted much on it since) and reaction to some comments.

    (Bolds mine.) Since then - if my timeline is right - HF has been buffed, Temperature protection has been given a recharge debuff resistance/slow resistance, and /we've been given IOs to play with as well. (note the "cannot be more specific at this time" - that time being 07/2006, Inventions being introduced the following year.) He also has commented on FE (the extra damage that goes with /fire is a bonus, an "oh cool," and wouldn't be changed,) and as far as ROTP - again, two words, cottage rule. They won't change the basis of a power. (Which, if I'm reading other comments correctly, this sort of change would lead to.)

    You know as well as me Memphis that Fire Aura's promise of surviviability by doing greater damage is an outright, ridiculously obvious lie. It is Bullcrap. Other armors have a damage aura like Blazing Aura. Fiery Embrace is the only real power that is unique and increases damage. Even then its effects do not last very long and arent as potent unless you are Fire Melee. Consume's recharge is way too long so it feels like you are popping an occasional Blue every now and then rather than having a good endurance power like Power Sink. Burn would be the great power in the set like Shield's Shield Charge but it is horribly broken from a overkill nerf that continues to exist out of incomptent neglect. Even as new, powerful sets are being made, FA still is left to rot in inferiority, outclassed in every category including damage by the more powerful Shield set.

    Rise of the Phoenix belongs in this current pathetic set because it is a testament to how many times a player will die on a FA when compared to other armors. Rise of the Phoenix as a rez has no place in a hypothetical new Fire Aura that mitigates damage effectively either by providing more damage or more surviviblity unless it wasnt a Tier 9th because it would be useless.

    Fire Aura has been weak for years now. It is time progress is made but people need to let go of these obsolete philosophies which support ROTP because it contradicts the strengthening of Fire Aura's mitigation since the Tier 9 needs you to die first.
  20. I will approve of any change to these Tier 9th rez powers. They are illogical and stupid and should be changed into something that helps you survive in the first place.

    I personally think Fire Aura Tier 9th should be a Clone of MOG while taking the Fear away from Burn and perhaps front loading its damage. That will allow FA ATs to sustain the alpha strike and give them 15 seconds to kill the enemy before it wears off.

    Fire Aura is like Regen in that it has no defense so its Tier 9th should allow it to absorb the Alpha strike and Burn should be fixed so FA can deliver on the damage it promises. Immobilize protection should be moved to Plasma Shield accordingly. Consume should also have a faster recharge, not require accuracy and do no damage. That will fix FA for the most part.
  21. Quote:
    Originally Posted by macskull View Post
    Fire/Fire is okay, but Fire/Regen is currently number one for a reason. If you're playing well, you should never die on a Regen outside of a massive coordinated spike. Fire lacks the KB protection and only has the one self-heal.

    Regarding Stalkers: most Stalkers will self-cap their stealth (Hide, Stealth, +stealth IO), but it's somewhat more difficult to self-cap your perception. If you're got a set with perception built-in (SR, Willpower, Ice, for example) it's easier but FA, Tactics, and the +perception IO should get you pretty close. I13 really messed with the solo kill ability of a Stalker (between DR on damage, free base resistances for just about everyone, and a massive reduction in the PvP damage scale of AS, BU + AS likely won't take off more than 800-1000 HP on a squishy). Your worry these days is all the Stalkers spamming Spirit Shark (standard ranged attack, crits from hide, very high damage due to its long activation time), and the changes to the mez system mean you're going to be in for a world of hurt if there's a mezzer teamed with multiple Stalkers.

    If you haven't PvPd since I8, you'd best familiarize yourself with the changes made since I13 as PvP is a very different game than it was three years ago.
    Cool what about Spines/Regen ? And I guess Ice/EM tankers arent ideal anymore ?

    Also for the possibility of allowing more options to me how effective are Perception IOs against stalkers when combined with a single perception power like FA or Tactics ? Just seeing if I have the option of not having to take both to free up more powers.
  22. Ah crap, I forgot about my lvl 41 Spines/Regen. Though he was effective in Zone PvP I felt his damage was very low when fighting in arena duels.

    So to reiterate my builds are :

    Ice/EM Tanker lvl 42

    Spines/Regen Scrap lvl 41

    Fire/Fire Scrap lvl 32 (might reroll as a Fire/Regen or Fire/Invul)

    Fort lvl 25

    I just need to know what build is the best , if I should reroll my Scraps as something else and the question above about Stalkers.

    Thanks
  23. I have not played PvP since Issue 8 really but wish to get back into it. I need to know what AT would be the most capable in PvP overall. I have a lvl 42 Ice/EM Tanker , a lvl 25 Fort, and a lvl 32 Fire/Fire Scrapper.

    I remember Ice/EM use to be the melee FOTM but I assumed all that has changed with both the ET nerf and Hibernate nerf. My Fire/Fire scrapper sucks at PVE so I considered rerolling him as Fire/Invul or Fire/Regen . I hear Fire/Regen is the ultimate melee toon as of now but how much stronger is it than Fire/Fire? Is the difference worth rerolling ? I know the Fire/Fire Scrapper would have some slow resist plus Healing Flames and FE.

    Also I have a question about Stalkers. How much perception is necessary to combat them now that IOs exist? The most I can get on my scrappers is Tactics plus Focused Accuracy but I will only have Tactics for below 41 zones. Before IOs Tactics was sufficient in fighting Stalkers as long as you could survive their intial assassination strike because Placate would put them back in Hide, not stealth. That means Tactics was strong enough to see them after they attacked until their stealth kicked back on. What has changed ?

    You do not need to go over all the changes that occured since issues 8. I want to know which AT of mine is the most capable and if it is worth it to reroll my Fire/Fire into a Fire/Regen or Fire/Invul .

    I am guessing no matter what build I choose Defense would be worthless and I should build for recharge, correct ?

    Thanks
  24. I may wish to resume leveling my Fire/Fire Scrapper but I would like to know what can be done to increase his durability. I simply want to be able to take the alpha of a plus 3 group of 10 enemies without having to hit Healing Flames immediately after.

    This build is a concept build and KB protection will be achieved with IOs. The other build will be for single target take down and will lack AOEs, have hasten, lack flight and probably will have Energy Mastery.

    W a r s u n


    FIRE MELEE
    Fire Sword
    Cremate
    Fire Sword Circle
    Build Up
    Incinerate
    Greater Fire Sword

    FIRE AURA
    Fire Shield
    Healing Flames
    Blazing Aura
    Plasma Shield
    Consume
    Firey Embrace

    LEAPING
    Combat Jumping

    FLIGHT
    Air Superority
    Fly

    FITNESS
    Swift
    Health
    Stamina

    FIGHTING
    Punch/Kick
    Tough
    Weave

    BLAZE
    Char
    Fire Blast
    Fire Ball


    To be clear I am simply asking what can be done with the powers I have and IOs to make me forget that Fire Aura is fragile with SOs. How much defense/recharge/resistance can I attain ? What is the best path? My current budget is 300 million but I can always get more since he is only 32.
  25. Quote:
    Originally Posted by Siolfir View Post
    Except that ET animates slower (120% of the animation time before accounting for Arcanatime). And does damage to you. And comes around much later in the character's build. I guess that one's a positive, though, since that means you're not hitting yourself for as many levels!

    Random thought: how about capping the self-damage to the mob's remaining hit points at the time that the damage is applied? That way if the mob is already dead you only waste the animation time, the same as all of the other attacks in the game.

    KO Blow animation: 2:23s
    ET animation: 2:67s

    Isnt much different to me.

    And I never even notice the damage ET causes me. It was always trivial. Still since ET is slow now, it believe it can be removed or decreased in some way.

    People have to realize that changing ET back will solve nothing for EMs weakness on teams. It is therefore more benefical for the game to up its AOE damage/mitigation. Of course I would like both but if it is one or the other, AOE is the priority.